Pac-Man 2: The New Adventures
is a sequel to Pac-Man
for the Sega Genesis
and Super Nintendo Entertainment System
. The plot focuses on Pac-Man doing random tasks for his family while having deal with the ghosts, who are now working the Ghost Witch of Netor. Unlike the original game where you control Pac-Man, this game has you act as off-screen helper that makes suggestions to Pac-Man by shooting things with a slingshot or directing Pac-Man. However, this is complicated by the fact Pac-Man has his own mind, and his mood affects his willingness to cooperate.
Game tropes include:
- Artificial Stupidity: Pac-Man's behavior can sometimes get himself killed especially when he is mad.
- Big Bad: The Ghosts work for a new villain the Ghost Witch of Netor.
- Big Ball of Violence: Used several times such as when Pac-Man is attacked by a cat.
- Blob Monster: The final boss, Gum Monster, is made of gum.
- Death Is a Slap on the Wrist: Since you have infinite lives, death is a minor inconvenience. Though it will affect Pac-Man's mood, and he'll be less cooperative (except for the minecart and glider stages, where his mood is not a factor).
- The Door Slams You: One obstacle in Pac-Man's neighborhood is getting by a neighbor's door without getting the door slammed in Pac's face.
- Fetch Quest: Most of the quests are this in one way or another.
- Game Within a Game: Junior Pac-Man. You can also play the original Pac-Man, both by leading Pac-Man into an arcade in the town he lives in, or by entering a password at the title screen.
- Genre Shift: The original was a Maze Game. Now, this game is a Point-and-Click Game.
- Intoxication Ensues: There are strange yellow fruits that Pac-Man can eat which causes him to go crazy, causing him to either ignore things or recklessly do the things he can't ignore. Inverted with the strange blue fruits that, when eaten, pushes Pac-Man to his saddest state.
- Minecart Madness: There's an entire level that's this. You have to use your slingshot to save Pac-Man from the various hurdles and hazards.
- No Import for You: The Sega Genesis version was strangely only released in North America, despite it supposedly preceding the Super Famicom and Super Nintendo releases.
- Percussive Therapy: There is a pail and oil drum in Pac-Man's yard that he plays like drums. If he is angry, he just slams his fists on them, making him feel a bit better. Subverted when tries this with a set of bass drums in the department store. He ends up breaking them and get chased out of the store by the angry clerk, without any changes to his own mood.
- Power-Up: The Power Pellet is in this game. Oddly, the pellet turns him into Super Pac-Man.
- Puppy Love: Implied between Pac-Jr. and Lucy.
- Title Confusion: The unlockable game Pac-Jr. is not the same as the arcade game Jr. Pac-Man.
- The Unfought: Ghost Witch of Netor, despite being the main villain, is never fought.
- Unlockable Content: By collecting three cartridge pieces, the player can unlock either Pac-Jr. (if you are playing the Genesis version) or Ms. Pac-Man (if you are playing the SNES version).
- Video Game Cruelty Potential: You can abuse Pac-Man in various ways.
- What the Hell, Player?: Pac-Man becomes less cooperative the more you abuse him. He'll actually start yelling directly at the player if made angry enough.